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clemclone

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A member registered Jan 08, 2025

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* Front-end notes:

The counter for how many messages remain in my account does not update as I use them in the game, only when I change the page to another view or switch to another tab.

I scrolled way back in the text to find something; when I scrolled forward again a bunch of the most recent exchanges no longer appeared.

* Maybe combination front-end and LLM:

There's confusion in the Companions, NPCs and Inventory lists.  Companions had been empty but at some point about half the NPCs got transferred into Companions even though I haven't been able to form a party yet.  One character has generated listings for both "Commander Thorne" and a sepaarate one for "Thorne" -- and the first stayed in NPCs while the second switched to Companions.  Then there's all the random-word, object, and placename NPCs.

My Inventory contains an important pebble that I found and a poultice made of herbs I gathered.  That's right, but it also refuses to contain an evil figurine I found, even though I've picked it up twice and successfully transferred it into a separate pouch.  The system knows I have it but won't include it in Inventory.

* LLM trouble:

All sorts of weirdness as you might expect; I don't know how much you can correct it.  Another NPC problem is that one character appeared saying at first that her name was unimportant but later was described with the name of the village elder's dead granddaughter.  He has not recognized her, so I assume it's not meant to be the same person.  But there was something like "Elara says 'Elara's journals contain vital information.'"

I did get some XP for a non-combat act (unexpectedly), so that's at least partly working.  I *felt* like I should get some for a couple of other actions but I guess the system thought otherwise.  Maybe I had not completed them; hard to know.

* Otherwise:

Otherwise, my first run is interesting but confusing, maybe because I started it with no Narrative information.  I have a strong impression that it's making up all the action as it goes along, rather than maintaining a world that I'm acting in.  I've started a second and loaded it with Discworld (https://discworld.fandom.com/wiki/), and it's doing quite well at Pratchett-like prose and setting.  So far this world seems more solid.  I started this one with D&D rules; so far I don't notice much difference.

Oh yeah; a couple of further thoughts.  After I was unexpectedly revived with half health and ran away from the wolves I tried doing First Aid on myself.  First attempt failed and I lost 3HP.  I had not been told I was bleeding out or anything, so I suspect that if I hadn't tried the First Aid I would not have lost those hit points.  Second attempt succeeded but I didn't get any HP back -- so was there any change in my status?  I said I was going to rest, so the system said I sat down but I did not sleep or heal; I had to get pretty specific about doing a Long Rest and then I slept and healed.  It's a little tricky knowing how to specify what RPG-mechanic thing you want to do, since there's no menu of specific actions to choose.

Also I haven't gotten very far in this yet but the only thing I've gotten XP for is fighting unsuccessfully with the wolves.  Maybe GURPS doesn't do things this way (it's a long time since I read the GURPS system, and I never played it) but I like it when slaughtering things isn't the only way to get experience.  Exploring, finding places and things, practicing skills, even some conversations could all give XP.  Although it's obviously tricky figuring out how to balance that right.

I can imagine that all of this might be tough to get an LLM to cooperate on.

The "Session not found" problem is not happening the same way now, but the banner appears on the itch.io version and looks like this:

As you can see it blocks the top menu (and never goes away).  Anyway, apparently my session *does* get found now, so... whatever.  Maybe it was some kind of cross-server issue, and now I've got all the right cookies in, or something.  (And now I'm playing on replit.app so no more of those issues.)

Yes, I meant to mention that it seemed like the threat level is pretty high for a little level-1 guy such as myself.  First encounter was with some dark sorcerer type who was clearly over my head, so I was polite and he went away.  But he (maybe) had already started a forest fire that destroyed my village before I met anyone there, and while escaping that I ran into two wolves I couldn't handle, and now we seem to be involved in some kind of Dark Forces emerging to take over the world.  When really I should just be beating up tavern basement rats or something.

Graphics -- nice but not necessary, IMO; maybe for later.  I think for now it'd be best to see how far you can get with making the AI do what you want.  Personally what I'd like more than graphics would be a map -- but that might be a lot more complicated.

Yeah, that last page of character creation is super powerful!  I get the idea of it and how it should work, but it's really a brand-new type of mechanic for games and it'll take me a while to figure out how to use it best.

A couple of years ago I tried making ChatGPT do a basic version of this and it was pretty bad.  Decent at DMing locations and encounters but no object permanence, no memory of things that had happened, the reality was all very squishy.  What you've got here is working much better than that.  Great project.

Turns out the Itch editor gets upset if you paste in screenshots -- and fails with a too-subtle alert.  You have to go through the image import.

Reposting.  Long story shorter, this seems like a really good start.  Dice rolls seem to happen when they should and to work right.  Narrative pretty good.  Some problems, some of which are probably more front-end and some more LLM; I don't know how fixable the latter might be.

In character creation I picked Heroic Realism and Elf Ranger; then in Stats my Core Attributes all started as 10s, as I'd expect for a human -- no adjustment for race (or profession, if that's a thing in GURPS).  The Narrative part is great but daunting; might be nice to have a few readymades for appearance and backstory as you have that one for world.  

In play there seems to be no notion of Equipment.  I had set up with my wealth as normal but I started with no gold, and the system couldn't say anything about what I was wearing -- where is my armor?  Got in a fight with two wolves; I said "Shoot the first wolf" and from somewhere I pulled out a bow and nocked an arrow.  Then we were close in so I asserted a sword and there it was.  How much other equipment could I assert into existence?

I did poorly  with the wolves, and it ended like this:


HP 0 and Combat: defeat make sense, but why the XP and how Revived?  No new clue was given and I asked "Where am I?"  I found myself in the same place with half my HP, still upright and still facing the wolves.  I ran away.

In my village (immediately burned down by Dark Forces) there was one useful character named Get.  I thought that was a funny name, but whatever.  Later though I looked at the NPC list, which showed this:

Somehow it's picking up verbs and designating them as NPCs -- which I guess includes Get even though I only used that word long before meeting her.  Also Sunken Fen and Whisperwood are places, and Elara was killed before I encountered her.  Bram is legit and the one not shown is a legitimate enemy.

The banner that says "For the best experience,open MyFable in a new tab" goes to a black page with a twirler and then says "Session not found".

All that said, this seems really promising!  Hope you can solve these things.

Oh dammit -- I put a long post in here earlier but now it seems not posted.  Did you see it?

From here it looks like I'm registered...


It's cute, but if I'm making H2O by dragging *one* H2 and one O2 to the flask there's a basic educational failure here.

Coming through itch.io using Brave on Ubuntu 22.4.

I use the "already have an account" link, get a login screen, (wrong pwd properly challenges again), that goes to this:


which looks like a repeat of first page.  From this point following the "sign in" path again just loops through this page; clicking "Begin Adventure" goes to sadface "refused to connect".

Looking good!  Two typos:

"strength and maximum"


"that has"

(3 edits)

But now, having verified myself and trying to sign in, 


No, it was the game link not sent, and it didn't go to trash, it just didn't show up for a couple hours.  Anyway, it's there now.

Link not sent.

Doesn't work (Brave on Ubuntu).  Characters or Play buttons both go to a water background, no controls, banner "No saved characters. Create a new one!"  No way to proceed from there.

Pretty soon after getting started I had the UI looking like this:



So there's giant labels all over, some concealing content.  When I (Clemclone) click the mouse I jump and do something, but I can't tell what because I jump *under* my own label.  Cursor is the crosshair but there's a faint line stretching from it to somewhere below my feet.  Glitchy horizontal lines all over everything.  Interface widgets all much too small and their text is miniscule -- and this is after I maxed out the font size... but that only applied to the labels, I think.  And then the settings window said I could do O or ESC to close it so I tried ESC... which at least at itch.io pops you out of fullscreen, causing a reshuffle of UI widgets, leaving the settings window halfway offscreen and I couldn't figure out any way to get it back.

So this could be great but it's still a little rough.

Oho!  I didn't even notice your own site was a thing.  Aaaand... we have green!  Okay then; well done.

I noticed a couple of green CONNECTED flickers on the desktop (which does have its VPN on) but it went back to red; nothing in the console.  Laptop still just red.

Shields down; turns out the laptop didn't have its VPN on after all (dur); Console only shows this, continued indefinitely:


Hm.  Still no joy.  Both laptop and desktop, both using Brave in Ubuntu 22.04, coming through two different servers of the same VPN.

And yet...


Very cool, inside-out kind of idea, only it's not exactly a game because I couldn't figure out any way to do it *wrong*.

Very small display, can't fullscreen, every time I try to do something a bandit or lion wanders up and YOU DIED.

I have played this game for maybe forty seconds.

Borrowscape community · Created a new topic Welp
(1 edit)

Server offline.

Okay, so trying this version I only got a few turns in and then bailed.  My complaints before were not about it being too easy, it was about there being no point.  I thought the difficulty was just fine -- although low, since there was nothing to struggle against.  What I said about lack of balance in the resources didn't mean they were too plentiful, it was that relative to each other they didn't make sense, like I only needed one hunter camp but three breweries, and then the one thing I was always running short on was stone -- while digging out a mountain...  Making there be less of everything doesn't fix that (and certainly doesn't make it more fun).

But the big problem of an interesting game is its balances of everything.  You need stone to build a lumberyard and wood to build a quarry and food to feed workers but the next-level farm needs wood and stone.  And then you get into metal.  You need to develop that economy but you also need to build your defenses or the orcs wipe you out.  Everything you do involves a tradeoff; investing in quarries starves your mines; investing in your economy starves your defenses; it's all opportunity costs.  Every thing you do means you're not doing something else -- and you have to do all of it.

With this (as far as I got) you just keep doing stuff and number go up.  Doesn't matter when you do things or how efficiently you do them.  Random events occur to either give or take some resources -- but there's nothing I can do about that, so effectively those don't matter except as a nuisance.

I recommend two things.  First play a bunch of Civilization and/or Dwarf Fortress, and notice that at all times there's something you're trying to accomplish in order to accomplish something else.  Second, try playing this until you've done all the actions you've coded in -- and then keep playing for that long again.  Is it fun?  Is that something you like doing?  You should only publish games that are fun for you to play.  You seem to like publishing a shit-ton of games, and that's cool, but if you really liked them you'd be playing them instead of vibing them out.

Yah, kind of wore the fingerprint off my trackpad finger...

Pretty good; I like it.  Play is quite slow though, and it'd be REALLY nice if the enemy ships didn't look exactly like mine.

Graphically not bad; UI okay; play boring -- very little to do and no reason to do it.  Typical of AI slopwork, which is proved by your putting out 84 games in four months.  Whenever I try an AI slop game it might be engaging at first but then I start looking for the interesting part -- the So What -- and it never arrives.  And I start getting this sad feeling because there's nothing here to care about, and there wasn't even a creator behind it who cared.  Economic balances all off, bad pacing, nonsensical consequences -- because the person responsible for it never cared enough even to playtest it.  Itch is FLOODED with this crap now; the whole site is wrecked.

Worst slop I've seen today.

"ensure timely delivery of the cargo to experience pure fun and mental stimulation".  Or not.

Somebody should be ashamed but I can't tell where there's a human.

There's really nothing to improve for UX -- it's a simple UI and does its whole job perfectly.  My preference for the first design is strictly a matter of taste.  The  original monochrome line drawings are, well, presumably AI, but decent and quite a different presentation from every other game out there.  Your first draft is a fresh way of presenting its problem.  I think having more colors doesn't improve anything because the colors don't add information.  I don't know whether you play Paradox games but they have lots of under-the-hood complexity that *could* be presented in plain, flat maps, but they junk it up with animated marching soldiers and rippling oceans that make my cpu run MUCH too hot *for no reason*.

I'm someone who likes minimalist presentations.  Your first pass had the decorative frames and stuff... but stopped there!  So nice!  Not raytraced toons pretending to battle!  But I'm also pretty extreme in my minimal direction and there's no reason you need to listen to me.  Make it the way that looks best to you.  That will be the best way.

Well actually I prefer the original.  The main thing though is it doesn't make any difference -- no UX improvement, so why bother?

That's a really good development from the battle test version.  Very promising!

Outstanding!  Best modernist-novel-to-game I've seen.  I can't do platformers at all, but you get the Bundrens.

*Practice*!

Wow -- well that's pretty comprehensive!  I look forward to it.

Pretty nice.  Needs some QOL fixes, like Next Unit; movements are *very* slow.  Economy a little weird -- charging two turns of income to replant mushrooms is very expensive.  More goblin babies than I could use -- be nice to turn off a hatchery for some income.

Okay idea but bugged.  Can't upgrade mineshaft; chests don't go away when you take them; alerts say I've lost gold and I lose wood; alerts say I've lost food and I lose food *income*.

But kind of fatal: all actions succeed.  There is no "play", you just take a bunch of steps.

Good response.  Sorry to be disagreeable.